But the principle is that you can add a transform shader between some power fractal for the waves and the water surface. Changing the Y (and if necessary X and Z) values along the frames will get the fractal displacement to move. Another possibility is using the 4D noise in the animation tab. One requisit being that you have the animation version of TG. But I primarily suggest using the search function and read all posts and threads about water and animated water. Lots of clues and info there.

You can also just animate the default shapes (displacement) of a Water Shader using the same Transform Input Shader method. Put the Transform shader after the Water Shader (water shader feeds into the Transform Input's input port), then enable Translate in the Transform Input Shader and animate the x, y, z values to change over time. Y animation (middle value) will make the noise seem to "evolve" (change) over time, while x and z animation will make the waves simply appear to move or "slide" across the surface.